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Why my player don't go forward?
I'm a very beginner with unity, so when I started to do player movement, I join two scripts, for movement (Character Controller) and camera rotation by mouse:
CharacterController characterController;
public Vector3 moveDirection=Vector3.zero;
public float speed = 6.0f;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
public Camera cam;
private float x;
private float y;
private Vector3 rotateValue;
void Start()
{
characterController = GetComponent<CharacterController>();
}
void Update()
{
if (characterController.isGrounded)
{
// We are grounded, so recalculate
// move direction directly from axes
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
moveDirection *= speed;
if (Input.GetButton("Jump"))
{
moveDirection.y = jumpSpeed;
}
}
// Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
// when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
// as an acceleration (ms^-2)
moveDirection.y -= gravity * Time.deltaTime;
// Move the controller
characterController.Move(moveDirection * Time.deltaTime);
CameraRotation();
}
void CameraRotation()
{
y = Input.GetAxis("Mouse X");
x = Input.GetAxis("Mouse Y");
Debug.Log(x + ":" + y);
rotateValue = new Vector3(x, y * -1, 0);
transform.eulerAngles = transform.eulerAngles - rotateValue;
}
And it works, but there is one problem. When I try to go forward where my camera is turned, my player is going forward, where my y rotation is 0. How I can fix that?
Vector3 direct = cam.TransformDirection(moveDirection); characterController.$$anonymous$$ove(direct Time.deltaTime Speed*moveDirection.normalized.magnitude);
No se puede rodear el CharacterController hay que dar el direction
$$anonymous$$ira eso------------ https://youtu.be/dyADyehQ41Q
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